⚠️Hybrid Renderer is still a preview package – means it’s not stable, not production ready!
This tutorial goes through the process of converting the UniversalRP template project to use Hybrid Renderer V2. If you don’t know what Hybrid Renderer is, please visit official documentation.
Continue reading “Convert URP template project to Hybrid Renderer V2 Tutorial”
This tutorial is using Unity 2020.2.3f1 + URP 10.2.2 + Hybrid Renderer 0.11.0-preview.42
update: including UniversalRP (URP) workaround at bottom!
Having this problem?
Looking for a way to make only the UI matches to what is designed in Photoshop? Don’t want artists to change any workflow(possible solution for artists please refer to this comment) because you are in the middle of development? Try this.
Continue reading “3D scene need Linear but UI need Gamma”
Visual Effect Graph is so fun to play with! It’s available in 2018.3
Continue reading “VFX Graph learn and play”
If you are using 2019.1+, you might notice there is a big change to the SRP APIs.
I’ve created a new repository and you can grab here. Much cleaner and minimal.
(My playground pipeline)
Here lists out exact what codes enable the Unity feature when making our custom SRP.
*Note that my codes may not be perfectly optimised, but the concept itself won’t change.
(!) Alert: Below information might be outdated. I stopped updating this note after 2018.x releases.
In pipeline code
In shader code
✅ Doesn’t need to specifically care about it in codes. Write the codes as usual.
Continue reading “[Custom SRP] How to use Unity features?”
(3D by StungaLab)
Direct means CPU tells GPU to execute work, amount of work is given by CPU
Indirect means CPU tells GPU to execute work, amount of work is calculated in GPU
Continue reading “Indirect Compute Shader”
Import time – when you create a .shader file
- compile the shader variants only when needed, etc. platform, variants
Build time – when you build a player
- [level 1] ShaderLab -> glsl or hlsl or …etc
- if platform supports, from [level 2] hlsl -> IL or MetalSL to AIR…etc
- Cache identical shaders under Library/ShaderCache
- compile only not-yet-ever-compiled shaders (variants for this platform only)
Run time – when you open the app
- [level 3] glsl or hlsl or IL or AIR…etc -> driver (GPU bytecode)
- because target device is unknown for PC/mobile at buildtime
- Depends on driver, when to compile these codes e.g. only when it’s used
- use shader pre-warm to “use” shaders to trigger compilation
Sources from lukasc, robs, Unity Manual and https://blogs.unity3d.com/2014/05/06/shader-compilation-in-unity-4-5/
I know many people are curious about how to make shaders available for Shuriken Particle System to use, the concept is very simple!!
Continue reading “Unity Shader for Shuriken Particle System”
As mentioned, the Lava Flowing Shader has been released for free on Unity Asset Store!
As my knowledge about shader keeps growing slowly, I found that I can blend more than 2 layers of “UV”…..It is because the 2 texcoords limit only limits on input. Your FBX model can only have 2 UV channels but shader can make instances of the 2 UV texcoords and thus let you have more layers of texture blending. I will try to update the package later.
Another package Simple SeeThrough Shader has been released on Unity Asset Store also. Link: https://www.assetstore.unity3d.com/en/#!/content/33924
Continue reading “2 Unity Packages are already up”